// Ported to Unity & tweaked by Thomas Hourdel (thomas@hourdel.com)

/**
 * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
 * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
 * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
 * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
 * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * this software and associated documentation files (the "Software"), to deal in
 * the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
 * of the Software, and to permit persons to whom the Software is furnished to
 * do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software. As clarification, there
 * is no requirement that the copyright notice and permission be included in
 * binary distributions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */


 /**
  *                  _______  ___  ___       ___           ___
  *                 /       ||   \/   |     /   \         /   \
  *                |   (---- |  \  /  |    /  ^  \       /  ^  \
  *                 \   \    |  |\/|  |   /  /_\  \     /  /_\  \
  *              ----)   |   |  |  |  |  /  _____  \   /  _____  \
  *             |_______/    |__|  |__| /__/     \__\ /__/     \__\
  *
  *                               E N H A N C E D
  *       S U B P I X E L   M O R P H O L O G I C A L   A N T I A L I A S I N G
  *
  *                         http://www.iryoku.com/smaa/
  *
  * Hi, welcome aboard!
  *
  * Here you'll find instructions to get the shader up and running as fast as
  * possible.
  *
  * IMPORTANTE NOTICE: when updating, remember to update both this file and the
  * precomputed textures! They may change from version to version.
  *
  * The shader has three passes, chained together as follows:
  *
  *                           |input|------------------ 
  *                              v                     |
  *                    [ SMAA*EdgeDetection ]          |
  *                              v                     |
  *                          |edgesTex|                |
  *                              v                     |
  *              [ SMAABlendingWeightCalculation ]     |
  *                              v                     |
  *                          |blendTex|                |
  *                              v                     |
  *                [ SMAANeighborhoodBlending ] <------ 
  *                              v
  *                           |output|
  *
  * Note that each [pass] has its own vertex and pixel shader. Remember to use
  * oversized triangles instead of quads to avoid overshading along the
  * diagonal.
  *
  * You've three edge detection methods to choose from: luma, color or depth.
  * They represent different quality/performance and anti-aliasing/sharpness
  * tradeoffs, so our recommendation is for you to choose the one that best
  * suits your particular scenario:
  *
  * - Depth edge detection is usually the fastest but it may miss some edges.
  *
  * - Luma edge detection is usually more expensive than depth edge detection,
  *   but catches visible edges that depth edge detection can miss.
  *
  * - Color edge detection is usually the most expensive one but catches
  *   chroma-only edges.
  *
  * For quickstarters: just use luma edge detection.
  *
  * The general advice is to not rush the integration process and ensure each
  * step is done correctly (don't try to integrate SMAA T2x with predicated edge
  * detection from the start!). Ok then, let's go!
  *
  *  1. The first step is to create two RGBA temporal render targets for holding
  *     |edgesTex| and |blendTex|.
  *
  *     In DX10 or DX11, you can use a RG render target for the edges texture.
  *     In the case of NVIDIA GPUs, using RG render targets seems to actually be
  *     slower.
  *
  *     On the Xbox 360, you can use the same render target for resolving both
  *     |edgesTex| and |blendTex|, as they aren't needed simultaneously.
  *
  *  2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
  *     each frame. Do not forget to clear the alpha channel!
  *
  *  3. The next step is loading the two supporting precalculated textures,
  *     'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
  *     C++ headers, and also as regular DDS files. They'll be needed for the
  *     'SMAABlendingWeightCalculation' pass.
  *
  *     If you use the C++ headers, be sure to load them in the format specified
  *     inside of them.
  *
  *     You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
  *     respectively, if you have that option in your content processor pipeline.
  *     When compressing then, you get a non-perceptible quality decrease, and a
  *     marginal performance increase.
  *
  *  4. All samplers must be set to linear filtering and clamp.
  *
  *     After you get the technique working, remember that 64-bit inputs have
  *     half-rate linear filtering on GCN.
  *
  *     If SMAA is applied to 64-bit color buffers, switching to point filtering
  *     when accesing them will increase the performance. Search for
  *     'SMAASamplePoint' to see which textures may benefit from point
  *     filtering, and where (which is basically the color input in the edge
  *     detection and resolve passes).
  *
  *  5. All texture reads and buffer writes must be non-sRGB, with the exception
  *     of the input read and the output write in
  *     'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
  *     this last pass are not possible, the technique will work anyway, but
  *     will perform antialiasing in gamma space.
  *
  *     IMPORTANT: for best results the input read for the color/luma edge
  *     detection should *NOT* be sRGB.
  *
  *  6. Before including SMAA.h you'll have to setup the render target metrics,
  *     the target and any optional configuration defines. Optionally you can
  *     use a preset.
  *
  *     You have the following targets available:
  *         SMAA_HLSL_3
  *         SMAA_HLSL_4
  *         SMAA_HLSL_4_1
  *         SMAA_GLSL_3 *
  *         SMAA_GLSL_4 *
  *
  *         * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
  *
  *     And four presets:
  *         SMAA_PRESET_LOW          (%60 of the quality)
  *         SMAA_PRESET_MEDIUM       (%80 of the quality)
  *         SMAA_PRESET_HIGH         (%95 of the quality)
  *         SMAA_PRESET_ULTRA        (%99 of the quality)
  *
  *     For example:
  *         #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
  *         #define SMAA_HLSL_4
  *         #define SMAA_PRESET_HIGH
  *         #include "SMAA.h"
  *
  *     Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
  *     uniform variable. The code is designed to minimize the impact of not
  *     using a constant value, but it is still better to hardcode it.
  *
  *     Depending on how you encoded 'areaTex' and 'searchTex', you may have to
  *     add (and customize) the following defines before including SMAA.h:
  *          #define SMAA_AREATEX_SELECT(sample) sample.rg
  *          #define SMAA_SEARCHTEX_SELECT(sample) sample.r
  *
  *     If your engine is already using porting macros, you can define
  *     SMAA_CUSTOM_SL, and define the porting functions by yourself.
  *
  *  7. Then, you'll have to setup the passes as indicated in the scheme above.
  *     You can take a look into SMAA.fx, to see how we did it for our demo.
  *     Checkout the function wrappers, you may want to copy-paste them!
  *
  *  8. It's recommended to validate the produced |edgesTex| and |blendTex|.
  *     You can use a screenshot from your engine to compare the |edgesTex|
  *     and |blendTex| produced inside of the engine with the results obtained
  *     with the reference demo.
  *
  *  9. After you get the last pass to work, it's time to optimize. You'll have
  *     to initialize a stencil buffer in the first pass (discard is already in
  *     the code), then mask execution by using it the second pass. The last
  *     pass should be executed in all pixels.
  *
  *
  * After this point you can choose to enable predicated thresholding,
  * temporal supersampling and motion blur integration:
  *
  * a) If you want to use predicated thresholding, take a look into
  *    SMAA_PREDICATION; you'll need to pass an extra texture in the edge
  *    detection pass.
  *
  * b) If you want to enable temporal supersampling (SMAA T2x):
  *
  * 1. The first step is to render using subpixel jitters. I won't go into
  *    detail, but it's as simple as moving each vertex position in the
  *    vertex shader, you can check how we do it in our DX10 demo.
  *
  * 2. Then, you must setup the temporal resolve. You may want to take a look
  *    into SMAAResolve for resolving 2x modes. After you get it working, you'll
  *    probably see ghosting everywhere. But fear not, you can enable the
  *    CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
  *    Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
  *
  * 3. The next step is to apply SMAA to each subpixel jittered frame, just as
  *    done for 1x.
  *
  * 4. At this point you should already have something usable, but for best
  *    results the proper area textures must be set depending on current jitter.
  *    For this, the parameter 'subsampleIndices' of
  *    'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
  *    mode:
  *
  *    @SUBSAMPLE_INDICES
  *
  *    | S# |  Camera Jitter   |  subsampleIndices    |
  *    +----+------------------+---------------------+
  *    |  0 |  ( 0.25, -0.25)  |  float4(1, 1, 1, 0)  |
  *    |  1 |  (-0.25,  0.25)  |  float4(2, 2, 2, 0)  |
  *
  *    These jitter positions assume a bottom-to-top y axis. S# stands for the
  *    sample number.
  *
  * More information about temporal supersampling here:
  *    http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
  *
  * c) If you want to enable spatial multisampling (SMAA S2x):
  *
  * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
  *    created with:
  *      - DX10:     see below (*)
  *      - DX10.1:   D3D10_STANDARD_MULTISAMPLE_PATTERN or
  *      - DX11:     D3D11_STANDARD_MULTISAMPLE_PATTERN
  *
  *    This allows to ensure that the subsample order matches the table in
  *    @SUBSAMPLE_INDICES.
  *
  *    (*) In the case of DX10, we refer the reader to:
  *      - SMAA::detectMSAAOrder and
  *      - SMAA::msaaReorder
  *
  *    These functions allow to match the standard multisample patterns by
  *    detecting the subsample order for a specific GPU, and reordering
  *    them appropriately.
  *
  * 2. A shader must be run to output each subsample into a separate buffer
  *    (DX10 is required). You can use SMAASeparate for this purpose, or just do
  *    it in an existing pass (for example, in the tone mapping pass, which has
  *    the advantage of feeding tone mapped subsamples to SMAA, which will yield
  *    better results).
  *
  * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
  *    the results in the final buffer. The second run should alpha blend with
  *    the existing final buffer using a blending factor of 0.5.
  *    'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
  *    b).
  *
  * d) If you want to enable temporal supersampling on top of SMAA S2x
  *    (which actually is SMAA 4x):
  *
  * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
  *    to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
  *    must be set as follows:
  *
  *    | F# | S# |   Camera Jitter    |    Net Jitter     |   subsampleIndices   |
  *    +----+----+--------------------+-------------------+----------------------+
  *    |  0 |  0 |  ( 0.125,  0.125)  |  ( 0.375, -0.125) |  float4(5, 3, 1, 3)  |
  *    |  0 |  1 |  ( 0.125,  0.125)  |  (-0.125,  0.375) |  float4(4, 6, 2, 3)  |
  *    +----+----+--------------------+-------------------+----------------------+
  *    |  1 |  2 |  (-0.125, -0.125)  |  ( 0.125, -0.375) |  float4(3, 5, 1, 4)  |
  *    |  1 |  3 |  (-0.125, -0.125)  |  (-0.375,  0.125) |  float4(6, 4, 2, 4)  |
  *
  *    These jitter positions assume a bottom-to-top y axis. F# stands for the
  *    frame number. S# stands for the sample number.
  *
  * 2. After calculating SMAA S2x for current frame (with the new subsample
  *    indices), previous frame must be reprojected as in SMAA T2x mode (see
  *    point b).
  *
  * e) If motion blur is used, you may want to do the edge detection pass
  *    together with motion blur. This has two advantages:
  *
  * 1. Pixels under heavy motion can be omitted from the edge detection process.
  *    For these pixels we can just store "no edge", as motion blur will take
  *    care of them.
  * 2. The center pixel tap is reused.
  *
  * Note that in this case depth testing should be used instead of stenciling,
  * as we have to write all the pixels in the motion blur pass.
  *
  * That's it!
  */

  //-----------------------------------------------------------------------------
  // SMAA Presets

  /**
   * Note that if you use one of these presets, the following configuration
   * macros will be ignored if set in the "Configurable Defines" section.
   */

#if defined(SMAA_PRESET_LOW)
#define SMAA_THRESHOLD 0.15
#define SMAA_MAX_SEARCH_STEPS 4
#define SMAA_DISABLE_DIAG_DETECTION
#define SMAA_DISABLE_CORNER_DETECTION
#elif defined(SMAA_PRESET_MEDIUM)
#define SMAA_THRESHOLD 0.1
#define SMAA_MAX_SEARCH_STEPS 8
#define SMAA_DISABLE_DIAG_DETECTION
#define SMAA_DISABLE_CORNER_DETECTION
#elif defined(SMAA_PRESET_HIGH)
#define SMAA_THRESHOLD 0.1
#define SMAA_MAX_SEARCH_STEPS 16
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
#define SMAA_CORNER_ROUNDING 25
#elif defined(SMAA_PRESET_ULTRA)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#endif

   //-----------------------------------------------------------------------------
   // Configurable Defines

   /**
    * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
    * Lowering this value you will be able to detect more edges at the expense of
    * performance.
    *
    * Range: [0, 0.5]
    *   0.1 is a reasonable value, and allows to catch most visible edges.
    *   0.05 is a rather overkill value, that allows to catch 'em all.
    *
    *   If temporal supersampling is used, 0.2 could be a reasonable value, as low
    *   contrast edges are properly filtered by just 2x.
    */
#ifndef SMAA_THRESHOLD
#define SMAA_THRESHOLD 0.1
#endif

    /**
     * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
     *
     * Range: depends on the depth range of the scene.
     */
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif

     /**
      * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
      * horizontal/vertical pattern searches, at each side of the pixel.
      *
      * In number of pixels, it's actually the double. So the maximum line length
      * perfectly handled by, for example 16, is 64 (by perfectly, we meant that
      * longer lines won't look as good, but still antialiased).
      *
      * Range: [0, 112]
      */
#ifndef SMAA_MAX_SEARCH_STEPS
#define SMAA_MAX_SEARCH_STEPS 16
#endif

      /**
       * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
       * diagonal pattern searches, at each side of the pixel. In this case we jump
       * one pixel at time, instead of two.
       *
       * Range: [0, 20]
       *
       * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
       * steps), but it can have a significant impact on older machines.
       *
       * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
       */
#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
#endif

       /**
        * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
        *
        * Range: [0, 100]
        *
        * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
        */
#ifndef SMAA_CORNER_ROUNDING
#define SMAA_CORNER_ROUNDING 25
#endif

        /**
         * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
         * bigger contrast than current edge, current edge will be discarded.
         *
         * This allows to eliminate spurious crossing edges, and is based on the fact
         * that, if there is too much contrast in a direction, that will hide
         * perceptually contrast in the other neighbors.
         */
#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
#endif

         /**
          * Predicated thresholding allows to better preserve texture details and to
          * improve performance, by decreasing the number of detected edges using an
          * additional buffer like the light accumulation buffer, object ids or even the
          * depth buffer (the depth buffer usage may be limited to indoor or short range
          * scenes).
          *
          * It locally decreases the luma or color threshold if an edge is found in an
          * additional buffer (so the global threshold can be higher).
          *
          * This method was developed by Playstation EDGE MLAA team, and used in
          * Killzone 3, by using the light accumulation buffer. More information here:
          *     http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
          */
#ifndef SMAA_PREDICATION
#define SMAA_PREDICATION 0
#endif

          /**
           * Threshold to be used in the additional predication buffer.
           *
           * Range: depends on the input, so you'll have to find the magic number that
           * works for you.
           */
#ifndef SMAA_PREDICATION_THRESHOLD
#define SMAA_PREDICATION_THRESHOLD 0.01
#endif

           /**
            * How much to scale the global threshold used for luma or color edge
            * detection when using predication.
            *
            * Range: [1, 5]
            */
#ifndef SMAA_PREDICATION_SCALE
#define SMAA_PREDICATION_SCALE 2.0
#endif

            /**
             * How much to locally decrease the threshold.
             *
             * Range: [0, 1]
             */
#ifndef SMAA_PREDICATION_STRENGTH
#define SMAA_PREDICATION_STRENGTH 0.4
#endif

             /**
              * Temporal reprojection allows to remove ghosting artifacts when using
              * temporal supersampling. We use the CryEngine 3 method which also introduces
              * velocity weighting. This feature is of extreme importance for totally
              * removing ghosting. More information here:
              *    http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
              *
              * Note that you'll need to setup a velocity buffer for enabling reprojection.
              * For static geometry, saving the previous depth buffer is a viable
              * alternative.
              */
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif

              /**
               * Temporal reprojection allows to remove ghosting artifacts when using
               * temporal supersampling. However, the default reprojection requires a velocity buffer
               * in order to function properly.
               *
               * A velocity buffer might not always be available (hi Unity 5!). To handle such cases
               * we provide a UV-based approximation for calculating motion vectors on the fly.
               */
#ifndef SMAA_UV_BASED_REPROJECTION
#define SMAA_UV_BASED_REPROJECTION 0
#endif

               /**
                * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
                * remove ghosting trails behind the moving object, which are not removed by
                * just using reprojection. Using low values will exhibit ghosting, while using
                * high values will disable temporal supersampling under motion.
                *
                * Behind the scenes, velocity weighting removes temporal supersampling when
                * the velocity of the subsamples differs (meaning they are different objects).
                *
                * Range: [0, 80]
                */
#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#endif

                /**
                 * On some compilers, discard cannot be used in vertex shaders. Thus, they need
                 * to be compiled separately.
                 */
#ifndef SMAA_INCLUDE_VS
#define SMAA_INCLUDE_VS 1
#endif
#ifndef SMAA_INCLUDE_PS
#define SMAA_INCLUDE_PS 1
#endif

                 //-----------------------------------------------------------------------------
                 // Texture Access Defines

#ifndef SMAA_AREATEX_SELECT
#if defined(SMAA_HLSL_3)
#define SMAA_AREATEX_SELECT(sample) sample.ra
#else
#define SMAA_AREATEX_SELECT(sample) sample.rg
#endif
#endif

#ifndef SMAA_SEARCHTEX_SELECT
#define SMAA_SEARCHTEX_SELECT(sample) sample.r
#endif

#ifndef SMAA_DECODE_VELOCITY
#define SMAA_DECODE_VELOCITY(sample) sample.rg
#endif

//-----------------------------------------------------------------------------
// Non-Configurable Defines

#define SMAA_AREATEX_MAX_DISTANCE 16
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)

//-----------------------------------------------------------------------------
// Porting Functions

#if defined(SMAA_HLSL_3)
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
#define SMAASample(tex, coord) tex2D(tex, coord)
#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
//#define SMAA_FLATTEN [flatten]
//#define SMAA_BRANCH [branch]
#define SMAA_FLATTEN
#define SMAA_BRANCH
#endif
#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
//SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
//SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
#define SMAATexture2D(tex) TEXTURE2D_X(tex)
#define SMAATexture2D_Non_Array(tex) Texture2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) SAMPLE_TEXTURE2D_X_LOD(tex, LinearSampler, ClampAndScaleUVForBilinear(coord), 0)
#define SMAASampleLevelZeroNoRescale(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
#define SMAASampleLevelZeroPoint(tex, coord) SAMPLE_TEXTURE2D_X_LOD(tex, PointSampler, ClampAndScaleUVForPoint(coord), 0) 
#define SMAASampleLevelZeroOffset(tex, coord, offset) SAMPLE_TEXTURE2D_X_LOD(tex, LinearSampler, ClampAndScaleUVForBilinear(coord + offset * SMAA_RT_METRICS.xy), 0)
#define SMAASample(tex, coord) SAMPLE_TEXTURE2D_X(tex, LinearSampler, ClampAndScaleUVForBilinear(coord))
#define SMAASamplePoint(tex, coord) SAMPLE_TEXTURE2D_X(tex, PointSampler, ClampAndScaleUVForPoint(coord))
#define SMAASampleOffset(tex, coord, offset) SAMPLE_TEXTURE2D_X(tex, LinearSampler, ClampAndScaleUVForBilinear(coord + offset * SMAA_RT_METRICS.xy))
#define SMAA_FLATTEN [flatten]
#define SMAA_BRANCH [branch]
#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
#endif
#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
#define SMAASample(tex, coord) texture(tex, coord)
#define SMAASamplePoint(tex, coord) texture(tex, coord)
#define SMAASampleOffset(tex, coord, offset) texture(tex, coord, offset)
#define SMAA_FLATTEN
#define SMAA_BRANCH
#define lerp(a, b, t) mix(a, b, t)
#define saturate(a) clamp(a, 0.0, 1.0)
#if defined(SMAA_GLSL_4)
#define mad(a, b, c) fma(a, b, c)
#define SMAAGather(tex, coord) textureGather(tex, coord)
#else
#define mad(a, b, c) (a * b + c)
#endif
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#endif

#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
#endif

//-----------------------------------------------------------------------------
// Misc functions

/**
 * Gathers current pixel, and the top-left neighbors.
 */
float3 SMAAGatherNeighbours(float2 texcoord,
    float4 offset[3],
    SMAATexture2D(tex)) {
#ifdef SMAAGather
    return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
#else
    float P = SMAASamplePoint(tex, texcoord).r;
    float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
    float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
    return float3(P, Pleft, Ptop);
#endif
}

/**
 * Adjusts the threshold by means of predication.
 */
float2 SMAACalculatePredicatedThreshold(float2 texcoord,
    float4 offset[3],
    SMAATexture2D(predicationTex)) {
    float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
    float2 delta = abs(neighbours.xx - neighbours.yz);
    float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
    return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
}

/**
 * Conditional move:
 */
void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
    SMAA_FLATTEN if (cond.x) variable.x = value.x;
    SMAA_FLATTEN if (cond.y) variable.y = value.y;
}

void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
    SMAAMovc(cond.xy, variable.xy, value.xy);
    SMAAMovc(cond.zw, variable.zw, value.zw);
}


#if SMAA_INCLUDE_VS
//-----------------------------------------------------------------------------
// Vertex Shaders

/**
 * Edge Detection Vertex Shader
 */
void SMAAEdgeDetectionVS(float2 texcoord,
    out float4 offset[3]) {
    offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
    offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
    offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
}

/**
 * Blend Weight Calculation Vertex Shader
 */
void SMAABlendingWeightCalculationVS(float2 texcoord,
    out float2 pixcoord,
    out float4 offset[3]) {
    pixcoord = texcoord * SMAA_RT_METRICS.zw;

    // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
    offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
    offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);

    // And these for the searches, they indicate the ends of the loops:
    offset[2] = mad(SMAA_RT_METRICS.xxyy,
        float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
        float4(offset[0].xz, offset[1].yw));
}

/**
 * Neighborhood Blending Vertex Shader
 */
void SMAANeighborhoodBlendingVS(float2 texcoord,
    out float4 offset) {
    offset = mad(SMAA_RT_METRICS.xyxy, float4(1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
}
#endif // SMAA_INCLUDE_VS

#if SMAA_INCLUDE_PS
//-----------------------------------------------------------------------------
// Edge Detection Pixel Shaders (First Pass)

/**
 * Luma Edge Detection
 *
 * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
 * thus 'colorTex' should be a non-sRGB texture.
 */
float2 SMAALumaEdgeDetectionPS(float2 texcoord,
    float4 offset[3],
    SMAATexture2D(colorTex)
#if SMAA_PREDICATION
    , SMAATexture2D(predicationTex)
#endif
) {
    // Calculate the threshold:
#if SMAA_PREDICATION
    float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
#else
    float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
#endif

    // Calculate lumas:
    float3 weights = float3(0.2126, 0.7152, 0.0722);
    float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);

    float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
    float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);

    // We do the usual threshold:
    float4 delta;
    delta.xy = abs(L - float2(Lleft, Ltop));
    float2 edges = step(threshold, delta.xy);

    // Then discard if there is no edge:
    if (dot(edges, float2(1.0, 1.0)) == 0.0)
        discard;

    // Calculate right and bottom deltas:
    float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
    float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
    delta.zw = abs(L - float2(Lright, Lbottom));

    // Calculate the maximum delta in the direct neighborhood:
    float2 maxDelta = max(delta.xy, delta.zw);

    // Calculate left-left and top-top deltas:
    float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
    float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
    delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));

    // Calculate the final maximum delta:
    maxDelta = max(maxDelta.xy, delta.zw);
    float finalDelta = max(maxDelta.x, maxDelta.y);

    // Local contrast adaptation:
#if !defined(SHADER_API_OPENGL)
    edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
#endif

    return edges;
}

/**
 * Color Edge Detection
 *
 * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
 * thus 'colorTex' should be a non-sRGB texture.
 */
float2 SMAAColorEdgeDetectionPS(float2 texcoord,
    float4 offset[3],
    SMAATexture2D(colorTex)
#if SMAA_PREDICATION
    , SMAATexture2D(predicationTex)
#endif
) {
    // Calculate the threshold:
#if SMAA_PREDICATION
    float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
#else
    float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
#endif

    // Calculate color deltas:
    float4 delta;
    float3 C = PositivePow(SMAASamplePoint(colorTex, texcoord).rgb, GAMMA_FOR_EDGE_DETECTION);

    float3 Cleft = PositivePow(SMAASamplePoint(colorTex, offset[0].xy).rgb, GAMMA_FOR_EDGE_DETECTION);
    float3 t = abs(C - Cleft);
    delta.x = max(max(t.r, t.g), t.b);

    float3 Ctop = PositivePow(SMAASamplePoint(colorTex, offset[0].zw).rgb, GAMMA_FOR_EDGE_DETECTION);
    t = abs(C - Ctop);
    delta.y = max(max(t.r, t.g), t.b);

    // We do the usual threshold:
    float2 edges = step(threshold, delta.xy);

    // Then discard if there is no edge:
    if (dot(edges, float2(1.0, 1.0)) == 0.0)
        discard;

    // Calculate right and bottom deltas:
    float3 Cright = PositivePow(SMAASamplePoint(colorTex, offset[1].xy).rgb, GAMMA_FOR_EDGE_DETECTION);
    t = abs(C - Cright);
    delta.z = max(max(t.r, t.g), t.b);

    float3 Cbottom = PositivePow(SMAASamplePoint(colorTex, offset[1].zw).rgb, GAMMA_FOR_EDGE_DETECTION);
    t = abs(C - Cbottom);
    delta.w = max(max(t.r, t.g), t.b);

    // Calculate the maximum delta in the direct neighborhood:
    float2 maxDelta = max(delta.xy, delta.zw);

    // Calculate left-left and top-top deltas:
    float3 Cleftleft = PositivePow(SMAASamplePoint(colorTex, offset[2].xy).rgb, GAMMA_FOR_EDGE_DETECTION);
    t = abs(Cleft - Cleftleft);
    delta.z = max(max(t.r, t.g), t.b);

    float3 Ctoptop = PositivePow(SMAASamplePoint(colorTex, offset[2].zw).rgb, GAMMA_FOR_EDGE_DETECTION);
    t = abs(Ctop - Ctoptop);
    delta.w = max(max(t.r, t.g), t.b);

    // Calculate the final maximum delta:
    maxDelta = max(maxDelta.xy, delta.zw);
    float finalDelta = max(maxDelta.x, maxDelta.y);

    // Local contrast adaptation:
#if !defined(SHADER_API_OPENGL)
    edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
#endif

    return edges;
}

/**
 * Depth Edge Detection
 */
float2 SMAADepthEdgeDetectionPS(float2 texcoord,
    float4 offset[3],
    SMAATexture2D(depthTex)) {
    float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
    float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
    float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);

    if (dot(edges, float2(1.0, 1.0)) == 0.0)
        discard;

    return edges;
}

//-----------------------------------------------------------------------------
// Diagonal Search Functions

#if !defined(SMAA_DISABLE_DIAG_DETECTION)

/**
 * Allows to decode two binary values from a bilinear-filtered access.
 */
float2 SMAADecodeDiagBilinearAccess(float2 e) {
    // Bilinear access for fetching 'e' have a 0.25 offset, and we are
    // interested in the R and G edges:
    //
    // +---G---+-------+
    // |   x o R   x   |
    // +-------+-------+
    //
    // Then, if one of these edge is enabled:
    //   Red:   (0.75 * X + 0.25 * 1) => 0.25 or 1.0
    //   Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
    //
    // This function will unpack the values (mad + mul + round):
    // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
    e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
    return round(e);
}

float4 SMAADecodeDiagBilinearAccess(float4 e) {
    e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
    return round(e);
}

/**
 * These functions allows to perform diagonal pattern searches.
 */
float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
    float4 coord = float4(texcoord, -1.0, 1.0);
    float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
    while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
        coord.w > 0.9) {
        coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
        e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
        coord.w = dot(e, float2(0.5, 0.5));
    }
    return coord.zw;
}

float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
    float4 coord = float4(texcoord, -1.0, 1.0);
    coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
    float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
    while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
        coord.w > 0.9) {
        coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);

        // @SearchDiag2Optimization
        // Fetch both edges at once using bilinear filtering:
        e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
        e = SMAADecodeDiagBilinearAccess(e);

        // Non-optimized version:
        // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
        // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;

        coord.w = dot(e, float2(0.5, 0.5));
    }
    return coord.zw;
}

/**
 * Similar to SMAAArea, this calculates the area corresponding to a certain
 * diagonal distance and crossing edges 'e'.
 */
float2 SMAAAreaDiag(SMAATexture2D_Non_Array(areaTex), float2 dist, float2 e, float offset) {
    float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);

    // We do a scale and bias for mapping to texel space:
    texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);

    // Diagonal areas are on the second half of the texture:
    texcoord.x += 0.5;

    // Move to proper place, according to the subpixel offset:
    texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;

    // Do it!
    return SMAA_AREATEX_SELECT(SMAASampleLevelZeroNoRescale(areaTex, texcoord));
}

/**
 * This searches for diagonal patterns and returns the corresponding weights.
 */
float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
    float2 weights = float2(0.0, 0.0);

    // Search for the line ends:
    float4 d;
    float2 end;
    if (e.r > 0.0) {
        d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
        d.x += float(end.y > 0.9);
    }
    else
        d.xz = float2(0.0, 0.0);
    d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);

    SMAA_BRANCH
        if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
            // Fetch the crossing edges:
            float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
            float4 c;
            c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
            c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2(1, 0)).rg;
            c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);

            // Non-optimized version:
            // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
            // float4 c;
            // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1,  0)).g;
            // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0,  0)).r;
            // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1,  0)).g;
            // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;

            // Merge crossing edges at each side into a single value:
            float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);

            // Remove the crossing edge if we didn't found the end of the line:
            SMAAMovc(bool2(step(float2(0.9, 0.9), d.zw)), cc, float2(0.0, 0.0));

            // Fetch the areas for this line:
            weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
        }

    // Search for the line ends:
    d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
    if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
        d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
        d.y += float(end.y > 0.9);
    }
    else
        d.yw = float2(0.0, 0.0);

    SMAA_BRANCH
        if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
            // Fetch the crossing edges:
            float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
            float4 c;
            c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
            c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(0, -1)).r;
            c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2(1, 0)).gr;
            float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);

            // Remove the crossing edge if we didn't found the end of the line:
            SMAAMovc(bool2(step(float2(0.9, 0.9), d.zw)), cc, float2(0.0, 0.0));

            // Fetch the areas for this line:
            weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
        }

    return weights;
}
#endif

//-----------------------------------------------------------------------------
// Horizontal/Vertical Search Functions

/**
 * This allows to determine how much length should we add in the last step
 * of the searches. It takes the bilinearly interpolated edge (see
 * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
 * crossing edges are active.
 */
float SMAASearchLength(SMAATexture2D_Non_Array(searchTex), float2 e, float offset) {
    // The texture is flipped vertically, with left and right cases taking half
    // of the space horizontally:
    float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
    float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);

    // Scale and bias to access texel centers:
    scale += float2(-1.0, 1.0);
    bias += float2(0.5, -0.5);

    // Convert from pixel coordinates to texcoords:
    // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
    scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
    bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;

    // Lookup the search texture:
    return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZeroNoRescale(searchTex, mad(scale, e, bias)));
}

/**
 * Horizontal/vertical search functions for the 2nd pass.
 */
float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end) {
    /**
     * @PSEUDO_GATHER4
     * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
     * sample between edge, thus fetching four edges in a row.
     * Sampling with different offsets in each direction allows to disambiguate
     * which edges are active from the four fetched ones.
     */
    float2 e = float2(0.0, 1.0);
    while (texcoord.x > end &&
        e.g > 0.8281 && // Is there some edge not activated?
        e.r == 0.0) { // Or is there a crossing edge that breaks the line?
        e = SMAASampleLevelZero(edgesTex, texcoord).rg;
        texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
    }

    float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
    return mad(SMAA_RT_METRICS.x, offset, texcoord.x);

    // Non-optimized version:
    // We correct the previous (-0.25, -0.125) offset we applied:
    // texcoord.x += 0.25 * SMAA_RT_METRICS.x;

    // The searches are bias by 1, so adjust the coords accordingly:
    // texcoord.x += SMAA_RT_METRICS.x;

    // Disambiguate the length added by the last step:
    // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
    // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
    // return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
}

float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end) {
    float2 e = float2(0.0, 1.0);
    while (texcoord.x < end &&
        e.g > 0.8281 && // Is there some edge not activated?
        e.r == 0.0) { // Or is there a crossing edge that breaks the line?
        e = SMAASampleLevelZero(edgesTex, texcoord).rg;
        texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
    }
    float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
    return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
}

float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end) {
    float2 e = float2(1.0, 0.0);
    while (texcoord.y > end &&
        e.r > 0.8281 && // Is there some edge not activated?
        e.g == 0.0) { // Or is there a crossing edge that breaks the line?
        e = SMAASampleLevelZero(edgesTex, texcoord).rg;
        texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
    }
    float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
    return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
}

float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end) {
    float2 e = float2(1.0, 0.0);
    while (texcoord.y < end &&
        e.r > 0.8281 && // Is there some edge not activated?
        e.g == 0.0) { // Or is there a crossing edge that breaks the line?
        e = SMAASampleLevelZero(edgesTex, texcoord).rg;
        texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
    }
    float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
    return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
}

/**
 * Ok, we have the distance and both crossing edges. So, what are the areas
 * at each side of current edge?
 */
float2 SMAAArea(SMAATexture2D_Non_Array(areaTex), float2 dist, float e1, float e2, float offset) {
    // Rounding prevents precision errors of bilinear filtering:
    float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);

    // We do a scale and bias for mapping to texel space:
    texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);

    // Move to proper place, according to the subpixel offset:
    texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);

    // Do it!
    return SMAA_AREATEX_SELECT(SMAASampleLevelZeroNoRescale(areaTex, texcoord));
}

//-----------------------------------------------------------------------------
// Corner Detection Functions

void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
#if !defined(SMAA_DISABLE_CORNER_DETECTION)
    float2 leftRight = step(d.xy, d.yx);
    float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;

    rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.

    float2 factor = float2(1.0, 1.0);
    factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
    factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
    factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
    factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;

    weights *= saturate(factor);
#endif
}

void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
#if !defined(SMAA_DISABLE_CORNER_DETECTION)
    float2 leftRight = step(d.xy, d.yx);
    float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;

    rounding /= leftRight.x + leftRight.y;

    float2 factor = float2(1.0, 1.0);
    factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(1, 0)).g;
    factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).g;
    factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
    factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;

    weights *= saturate(factor);
#endif
}


//-----------------------------------------------------------------------------
// Blending Weight Calculation Pixel Shader (Second Pass)

float4 SMAABlendingWeightCalculationPS(float2 texcoord,
    float2 pixcoord,
    float4 offset[3],
    SMAATexture2D(edgesTex),
    SMAATexture2D_Non_Array(areaTex),
    SMAATexture2D_Non_Array(searchTex),
    float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
    float4 weights = float4(0.0, 0.0, 0.0, 0.0);

    float2 e = SMAASample(edgesTex, texcoord).rg;

    SMAA_BRANCH
        if (e.g > 0.0) { // Edge at north
#if !defined(SMAA_DISABLE_DIAG_DETECTION)
// Diagonals have both north and west edges, so searching for them in
// one of the boundaries is enough.
            weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);

            // We give priority to diagonals, so if we find a diagonal we skip
            // horizontal/vertical processing.
            SMAA_BRANCH
                if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
#endif

                    float2 d;

                    // Find the distance to the left:
                    float3 coords;
                    coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
                    coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
                    d.x = coords.x;

                    // Now fetch the left crossing edges, two at a time using bilinear
                    // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
                    // discern what value each edge has:
                    float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;

                    // Find the distance to the right:
                    coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
                    d.y = coords.z;

                    // We want the distances to be in pixel units (doing this here allow to
                    // better interleave arithmetic and memory accesses):
                    d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));

                    // SMAAArea below needs a sqrt, as the areas texture is compressed
                    // quadratically:
                    float2 sqrt_d = sqrt(d);

                    // Fetch the right crossing edges:
                    float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;

                    // Ok, we know how this pattern looks like, now it is time for getting
                    // the actual area:
                    weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);

                    // Fix corners:
                    coords.y = texcoord.y;
                    SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);

#if !defined(SMAA_DISABLE_DIAG_DETECTION)
                }
                else
                    e.r = 0.0; // Skip vertical processing.
#endif
        }

    SMAA_BRANCH
        if (e.r > 0.0) { // Edge at west
            float2 d;

            // Find the distance to the top:
            float3 coords;
            coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
            coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
            d.x = coords.y;

            // Fetch the top crossing edges:
            float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;

            // Find the distance to the bottom:
            coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
            d.y = coords.z;

            // We want the distances to be in pixel units:
            d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));

            // SMAAArea below needs a sqrt, as the areas texture is compressed
            // quadratically:
            float2 sqrt_d = sqrt(d);

            // Fetch the bottom crossing edges:
            float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;

            // Get the area for this direction:
            weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);

            // Fix corners:
            coords.x = texcoord.x;
            SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
        }

    return weights;
}

//-----------------------------------------------------------------------------
// UV-based reprojection functions

#if SMAA_UV_BASED_REPROJECTION
float2 SMAAReproject(float2 texcoord)
{
    // UV to clip-position:
    // -- This must be sampled at exactly mip 0 due to possible gradient divergence
    // -- as this function is called within a control flow block down below.
    float depth = SMAASampleLevelZero(_CameraDepthTexture, texcoord).r;
    float3 clipPosition = float3(2. * texcoord - 1., depth);

    // Reproject
    float4 previousClipPosition = mul(_ReprojectionMatrix, float4(clipPosition, 1.));
    previousClipPosition.xyz /= previousClipPosition.w;

    // Clip-position to UV
    return (.5 * previousClipPosition.xy + .5);
}
#endif

//-----------------------------------------------------------------------------
// Neighborhood Blending Pixel Shader (Third Pass)

float4 SMAANeighborhoodBlendingPS(float2 texcoord,
    float4 offset,
    SMAATexture2D(colorTex),
    SMAATexture2D(blendTex)
#if SMAA_REPROJECTION
    , SMAATexture2D(velocityTex)
#endif
) {
    // Fetch the blending weights for current pixel:
    float4 a;
    a.x = SMAASample(blendTex, offset.xy).a; // Right
    a.y = SMAASample(blendTex, offset.zw).g; // Top
    a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left

    // Is there any blending weight with a value greater than 0.0?
    SMAA_BRANCH
        if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
            float4 color = SMAASampleLevelZero(colorTex, texcoord);

#if SMAA_REPROJECTION
            float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
#elif SMAA_UV_BASED_REPROJECTION
            float2 velocity = texcoord - SMAAReproject(texcoord);
#endif

#if (SMAA_REPROJECTION || SMAA_UV_BASED_REPROJECTION)
            // Pack velocity into the alpha channel:
            color.a = sqrt(5.0 * length(velocity));
#endif

            return color;
        }
        else {
            bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)

            // Calculate the blending offsets:
            float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
            float2 blendingWeight = a.yw;
            SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
            SMAAMovc(bool2(h, h), blendingWeight, a.xz);
            blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));

            // Calculate the texture coordinates:
            float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);

            // We exploit bilinear filtering to mix current pixel with the chosen
            // neighbor:
            float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
            color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);

#if SMAA_REPROJECTION
            // Antialias velocity for proper reprojection in a later stage:
            float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
            velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
#elif SMAA_UV_BASED_REPROJECTION
            // Antialias velocity for proper reprojection in a later stage:
            float2 velocity = blendingWeight.x * (blendingCoord.xy - SMAAReproject(blendingCoord.xy));
            velocity += blendingWeight.y * (blendingCoord.zw - SMAAReproject(blendingCoord.zw));
#endif

#if (SMAA_REPROJECTION || SMAA_UV_BASED_REPROJECTION)
            // Pack velocity into the alpha channel:
            color.a = sqrt(5.0 * length(velocity));
#endif

            return color;
        }
}

//-----------------------------------------------------------------------------
// Temporal Resolve Pixel Shader (Optional Pass)

float4 SMAAResolvePS(float2 texcoord,
    SMAATexture2D(currentColorTex),
    SMAATexture2D(previousColorTex)
#if SMAA_REPROJECTION
    , SMAATexture2D(velocityTex)
#endif
) {
#if SMAA_REPROJECTION
    // Velocity is assumed to be calculated for motion blur, so we need to
    // inverse it for reprojection:
    float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
#elif SMAA_UV_BASED_REPROJECTION
    float2 velocity = SMAAReproject(texcoord) - texcoord;
#endif

#if (SMAA_REPROJECTION || SMAA_UV_BASED_REPROJECTION)
    // Fetch current pixel:
    float4 current = SMAASamplePoint(currentColorTex, texcoord);

    // Reproject current coordinates and fetch previous pixel:
    float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);

    // Attenuate the previous pixel if the velocity is different:
    float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
    float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);

    // Blend the pixels according to the calculated weight:
    // return lerp(current, previous, weight);

    // Neighbour clamp
    // Contributed by pommak
    float4 n0 = SMAASampleOffset(currentColorTex, texcoord, float2(-1, -1));
    float4 n1 = SMAASampleOffset(currentColorTex, texcoord, float2(+1, -1));
    float4 n2 = SMAASampleOffset(currentColorTex, texcoord, float2(-1, +1));
    float4 n3 = SMAASampleOffset(currentColorTex, texcoord, float2(+1, +1));
    float4 cmax = max(n0, max(n1, max(n2, n3)));
    float4 cmin = min(n0, min(n1, min(n2, n3)));
    float4 avg = 0.25 * (n0 + n1 + n2 + n3);
    float4 wk = abs(avg - current);
    float blend = saturate(lerp(0.35, 0.85, wk));

    // Clamp previous to neighbours colors
    float4 previousClamped = clamp(previous, cmin, cmax);

    float4 color = lerp(lerp(current, previousClamped, 0.5*weight), previousClamped, weight);
    return color;
#else
    // Just blend the pixels:
    float4 current = SMAASamplePoint(currentColorTex, texcoord);
    float4 previous = SMAASamplePoint(previousColorTex, texcoord);
    return lerp(current, previous, 0.5);
#endif
}

//-----------------------------------------------------------------------------
// Separate Multisamples Pixel Shader (Optional Pass)

#ifdef SMAALoad
void SMAASeparatePS(float4 position,
    float2 texcoord,
    out float4 target0,
    out float4 target1,
    SMAATexture2DMS2(colorTexMS)) {
    int2 pos = int2(position.xy);
    target0 = SMAALoad(colorTexMS, pos, 0);
    target1 = SMAALoad(colorTexMS, pos, 1);
}
#endif

//-----------------------------------------------------------------------------
#endif // SMAA_INCLUDE_PS
